Alien Swarm - Walkthrough

DrSNAFU's Guide to Everything in Alien SwarmContents
I. Introduction
II. The Classes
III. Weapons
IV. Gadgets
V. Enemies
VI. Missions
VII. Tech Minigames
VIII. Conclusion
IV. Changelog
Introduction
Alien Swarm is a top-down isometric shooter set in the distant future, wherein
the tattered remnants of humanity fights a pitched battle against a horde of
alien bug-things across the galaxy. In story and scope, it's a mix of Aliens,
Deadspace, and Killing Floor. Not the most original, no. But its voice acting
is surprisingly good and the gameplay is challenging and fun. The mod for
Unreal is now a stand-alone game that uses Source SDK. Not to mention, IT'S
FREE! So there's no excuse for anyone with Steam not to download it. It's 2gb
and features a full slew of character types, weapons and gadgets to play with.
Give it a try!
The Campaign
The current campaign features seven levels that span across an infested human
colony on a frozen, icy world. Your mission, as usual, is to blunder into an
unknown situation, kill lots of aliens and bring order to chaos in a suitably
massive way. (I'm sure you can make a good guess on how you'll do THAT. Hint:
It won't be 'from orbit'.) Currently, there's only one campaign but rumor has
it that more are on the way in the retail version of the game.
Teamwork
You're going to play one of up to four stereotype Space Marines (of course) in
a team. Each has some personality to them and special roles to play in the
group. If you don't have one now, I HIGHLY suggest you buy a headset or at
least a microphone so you can communicate with your teammates. Coop games
benefit hugely from a team that can speak to one another. And for crying out
loud, Half Life 1 had a voice system in it, and STILL more than half the people
out there don't use microphones! Buy one now, I'll wait... One caveat though.
Little snot nosed kids who enjoy yelling, screaming, talking non-stop about
stupid crap and even singing on the microphone because they know they aren't
going to get a real-life punch in the mouth... you guys don't need to get one.
Thanks.
Communication
Apart from voice chat, the game also includes a radial menu for team
communication. Hold down Z to access it, then click the appropriate response.
Your character then speaks, usually with an icon appearing over their head
since voices can be hard to hear over the din of gunfire. For example saying
"Follow Me" makes a green 'Go' sign appear over your head. Want to know what
pressing the "Stop" button does? You can also communicate via the 2-5 keys on
your keyboard. Each one corresponds to one of your teammates. If one of them
has healing gear or an ammo box, pressing the number matching them at the
bottom of your screen will make your character call out for either the healing
or ammo they carry. With the call will appear a red cross or ammunition icon
over your head. Otherwise, you can observe health and ammo reserves of
everyone on your team from their readouts at the bottom of your screen.
Motion Sensor
If you hadn't already noticed, you'll find a small radar readout on the bottom
right of the game screen when you play. This will show a basic typography of
your immediate surroundings with you in the center. Teammates are represented
by friendly green arcs, facing in the direction they're looking. This is good
for sticking with your team and covering vectors they're neglecting. If a
teammate is out of radar range, you'll see a red arrow at the edge of your
screen pointing toward them. The arrow will shrink the further you are from
the teammate. Ideally you should never let this happen, stick together.
If you have a tech on your team the radar becomes far more useful. During
quiet moments you'll hear the soft 'bup... bup...' sound of their motion sensor
scanning for threatening movements. The sound will increase in tone and
frequency when enemies get ever closer. The gentle effect gets drowned out the
moment someone opens up. Thankfully the radar keeps track of enemy contacts,
displaying orange blips to represent hostile movement. These are only
displayed in a radius around your tech marine since it's his motion sensor that
updates the radar with contacts. So stick close to him if you want enhanced
situational awareness.
Promotions
To add some extra replayablilty to the game, a 'promotion' system was included.
Every time you reach level 27, max level, you'll have the option to promote.
This will strip you of all your unlocked weapons and gadgets and drop you at
level 1. Yay? The only difference as you chug your way back up the level
ladder is a shiny new emblem next to your character level. You'll get a chance
to promote three times, each time you reach level 27 of the previous rank.
First promotion is to the Titanium (silver) Star. Back to level 1. Get to 27
again, promote and get the Carbide (blue) Star! Back to level 1. Make your
way to 27 one more time and Promote. The last is the Gallium (red on silver)
Cross. You end up at level 1 once more and get to push your way to level 27
for a fourth time. At that point you can go no further, congratulations, you
have no life. They just got you to play through the game four times for no
other reason than a shiny set of pixels, tool.
Infestations
I wanted to make an early note about infestation since it's probably the most
controversial topic in this game. Parasites are dark, hard to see little
aliens with light colored tips on their legs. Identify and destroy them at ALL
COSTS. If they attach themselves to you, they will continually sap your health
until you are dead. There are only three ways to remove them. 1. Stand in a
medic beacon until it you are cured. 2. Be healed by a medical gun
continuously until you are cured. 3. Equip the Electrified Armor gadget and
activate it with your offhand item key to pop them off and kill them promptly
before they infest another teammate. No other ways will succeed. Your
teammates can't shoot, melee or flip out to get them off you. Stay calm,
demand healing, and use your charged armor if you have it. That is all.
The Classes
There are four classes in the game. Tech, Medic, Special Weapons and Officer.
The tech guys are tasked with hacking computer systems and door locks for your
team(via cute little minigames). The medics have the obvious task of keeping
the team healthy and un-infested. The SWs love guns with a love that conquers
all. Officers keep the team fighting at their peak and offer some hefty
firepower to boot. You'll notice that there are in fact two characters to
chose from of each class. This allows more than one of each class on a team if
so desired. (Once someone chooses a character, it prevents other players from
taking that one.) It also allows more customization since one of each type is
more 'general purpose' and the other is more specialized to their task. For
beginners I suggest trying Sarge, Wildcat, Bastille and Crash. (The more
generalized characters)
Character Strategies
"Manage yourselves and you will manage the battle." Sun Tzu said that!(not
really, I think he actually said something more like "Know your enemy and know
yourselves") Optimally, you'll want a good mix of characters to balance out
versatility, survivability and damage. No damage and you'll be overwhelmed,
no versatility and you'll waste ammo and health trying to handle attacks from
all sides. If you have no ammo or health, and you will have no victory.
That's why you should always look over the loadouts of your teammates and
adjust your own to suit theirs. Good teams check and re-check their setups to
make sure they had everything they need. Sorry you're sick of the
flamethrower, we need it. No one is handling crowd control, you there, take
care of it. Using fun guns is all fine and good, but if someone forgets the
ammo or medical supplies, the essential turret or heavy weapon, you'll be
sorry. So please, choose the right character for you and the right character
for your team.
Sarge (Officer)
Sarge is your general rough-riding leader type. He has maxed out leadership,
lending protection and a nice damage boost to everyone in the team, which can't
be underestimated. He also has a good overall damage mod so pick just about
any weapon that would complement your team. His mediocre explosives skill will
give a slight boost to whatever explosive weapons you bring along, if you so
wish. He's a good newbie class since his health mod is beefy, giving him more
staying power.
Jaeger (Officer)
This man is a lot different from his rough tough counterpart. His leadership
skill is far lower, he has no overall weapon damage mod and his health isn't
quite as high as Sarge's. This might make him seem weaker until you notice he
has a 5/5 Vindicator skill. This officer-only shotgun sports a HUGE magazine
and incendiary grenades, making it the only weapon for Jaeger. You will make
sweet music together. His explosive skill is higher than Sarge's so be sure to
pack as much ordinance as you can. You'll all but take care of the 'firepower'
requirements of your team with this setup. Oh, and his Melee skill is not bad,
not that anything will be getting that close.
Wildcat (SW)
The Cat is another good beginner class. She sports decent autogun damage, okay
penetration, a hefty weapon damage mod along with Run and Reload time boosts.
So she'd good at gettin' to where the gettin's good, and gettin' it when she
gets there. She's versatile and multipurpose, yet be careful since she doesn't
have any health boost. She's more of a shock trooper than a tank.
Wolfe (SW)
The canine counterpart is the tank you're looking for, if that's what you're
into. He gets high marks in health, penetration and maxed out autogun damage.
So decking him out with either the Autogun or Minigun is essential. (Mini
counts as an autogun for the sake of the bonus) Provisions have to be made for
his ammo, since his gun eats up an entire box for one magazine of 250 bullets.
Unless your ammo guy loves you, you'd best carry your own. You'll likely use
two out of the three stashes, leaving one for your team. These guns are heavy
so you might find yourself being left behind if your team is too mobile.
Faith (Medic)
She's your general hippie medic, excessively good at healing and removing
parasites but fairly mediocre at everything else. She's quick enough to get
out of hot zones but that's about it, you'll be playing support most of the
time with her. Think of bringing a Flamethrower or Tesla Cannon if you can, it
helps with the crowd control and keeps you next to your friends. Feel free to
take her if your team has lots of firepower and not quite as much sense.
Remember, first do no harm.
Bastille (Medic)
Here's your more combat oriented medic. He has almost as good healing skills
as Faith but lacks somewhat in parasite removal compared to his female
counterpart. He makes up for this in firepower. His damage and reload mods
make him a more intimidating fighter. The boosts to combat drugs make
Adrenaline much more appealing to bring along, especially if you 're intent on
speed-runs. If your team needs just a little more damage and a little less
healing, choose him. (you might want to switch to faith in the last 2 levels,
where infestation becomes a much greater danger)
Crash (Tech)
This good ole boy is your general purpose tech. He's got a good damage and
explosive mod, so load up with whatever you like. Just be careful with him.
He has a bare minimum of health and most missions require a living tech. If he
dies, it's an auto-fail.
Vegas (Tech)
Fresh from the hood, Vegas pimps out the hefty health and can lay the
close-quarters smackdown on them bugs. Not to mention he's straight-up smack
dope with tech gear, giving people a hand setting up they turrets and door
barricades.(depicted by a yellow icon over the head, dawg) It's all G, yo.
Weapons
There are many weapons in this game. Choosing the right ones to compliment
your character and your team is essential to victory. A note about reloading.
This game makes use of the 'contained magazine' system. Meaning that if your
gun still has 20 bullets left in the current magazine, those five are not
cycled into your reserve when you reload. You will lose those 20 bullets when
you discard the magazine. That goes for any magazine for any weapon that uses
them. Be mindful when you want to reload so as not to waste ammunition.
There's also a fast-reload system, but it doesn't jive well with the contained
mag system, since you'll learn to wait until your gun runs dry before
reloading. This means you'll have less control over when you reload and won't
notice the active-reload window in the bottom left of your screen in time to do
anything. (considering all the action onscreen) You're much more likely to
make use of it when you're carefully watching ammunition reserves or manually
reloading. Thankfully, there will be boxes of various types of ammo in some
levels. These include general ammo boxes (stashes like those the ammo crates
drop) and specialized ammo, which only replenish certain weapons like autoguns,
vindicators, PDWs and rifles. Keep on the look out for those. On another
note, friendly fire is ON, so don't shoot your teammates please. :)
22A3-1 Assault Rifle
[L1] This will be the first rifle you start out with. It has decent
firepower, a good mag size, and a stock of five explosive grenades on your
alt-fire. These will go BOOM on landing, and you can specify where they'll
land with your firing reticule. Good for clearing out clumps of aliens or big
suckers.
22A7-Z Prototype Assault Rifle (Tech)
[L1] Same exact gun as the assault rifle, only it holds five stun grenades
instead of explosive, and it auto-targets. Auto-targeting makes your weapon a
little more efficient by seeing that more rounds find their targets. So why
not? Your laser will 'snap' onto targets and red brackets will appear on the
tango when lock is established.
S23A SynTek Autogun (SW)
[L1] This gun locks-on too, only his a heavy machine gun like the one featured
in Aliens. It requires no spin-up time though it does slow the wearer down a
little bit. It's good for locking down a corridor or entry area while the rest
of the team handles objectives. It's even accurate enough to snipe creatures
from off the edges of the screen. Just sweep the laser back and forth over the
area in question and when you feel the laser snap on, squeeze off a quick burst
and repeat the process. It features a 250 round magazine and one extra, so you
WILL require resupply during the mission. Therefore it's a smart idea to lug
along an ammo crate yourself or an extra gun.
M42 Vindicator (Officer)
[L1] This is the officer-only shotgun, and it rocks your face. If wielded by
Jaeger it becomes a monstrous killing machine capable of taking out lines of
aliens even at max range, I kid you not. It boasts a hefty fourteen shell
magazine with six mags in reserve. The fire rate is nothing to be sneezed at,
leaving you with the ability to snap off a second shot (or third, or fourth...)
if your first missed the mark. As if that wasn't enough, it also contains five
incendiary grenades. These explode on contact with aliens, but lay where they
land and explode on a four second timer otherwise. They can be used to light
up biomasses if your flamethrower is otherwise unavailable.
M73 Twin Pistols
[L1] Gotta have the akimbo pistols, a staple of such games as Counter-Strike.
They fire once every click, so prepare to do a lot of clicking. Their strong
points are the high damage per shot and an abundance of ammo reserve, making
them a serviceable substitute for the assault rifle early in the game. However
their shallow magazine leaves you reloading at the absolute worst moments.
Work on those melee moves or leave these on the drop-ship.
IAF Advanced Sentry Gun
[L1] Anyone can carry it, anyone can set it up. Its usefulness cannot be
overstated during stationary crescendo events. Stick it in a corner and let it
cover you. Don't forget to pack it up and take it with you before you go.
Sorry, it can't be rearmed once it runs out of ammo, and it can be destroyed by
aliens with explosive abilities, though they don't seem to want to attack it.
Have one or two of these handy during the Cargo Elevator mission. The stock of
450 rounds will last through two or three tough fights.
IAF Heal Beacon (Medic)
[L1] The bread and butter of Medics until they get the heal gun. Just drop
one of these and huddle around it for precious life-infusing goodness. This
allows everyone to keep firing while healing. It has a pre-determined amount
of health inside it, so you'll heal until it's been depleted or its 20 second
timer runs out. If you have a mic, tell your team that you've dropped one in
case the injured didn't hear it drop through the din of battle. If you're an
infested marine, spam the MEDIC button (2,3 or 4, depending on which teammate
is the medic), scream bloody murder over mic and run into the healing beacon
once it's dropped. If the infected party is joined by injured teammates, they
might suck up all the healing goodness before the critter is removed, so be
ready to drop another beacon quickly just in case. (This makes it good
etiquette not to stand inside a healing beacon while an infestation is being
removed, in case you might inadvertently kill your teammate with your greed.)
Faith gets 9 cases, Bastille gets 8. They should be more than enough to keep
your party topped off.
IAF Ammo Satchel
[L1] Ahh delicious ammo. Some guns need it more than others. Tesla Guns
don't require any, since they come with what? 13 magazines? Other weapons
like the Minigun and Autogun require an entire stash of ammo to resupply one
massive magazine. Caches that are almost depleted won't have enough in them to
resupply a magazine for some weapon types, all of this has to be taken into
consideration when figuring out how much ammo to bring. Each case contains
three drops, use them... wisely.
Model 35 Pump-action Shotgun
[L3] For any non-officer, this is the only shotgun available to you. It only
contains four shells in the tube, with another eight magazines in reserve.
It's a very powerful weapon if you know how to use it (235 damage with Wildcat,
as opposed to 175 as Jaeger with the Vindicator, wow.), but you will be
reloading a lot. Good thing Wildcat also has a high speed mod. :3
IAF Tesla Cannon
[L5] Sadly, the Tesla Cannon is not what it used to be. A patch reduced this
weapon from a stunlock powerhouse to the simple crowd control weapon it was
initially intended to be. One major change is the noticeable lack of damage it
has now. You won't be killing many, if any, swarm with this weapon anymore.
What it still excels at is locking down handfuls of aliens at a time. The fire
rate has been increased, as has the magazine size. It holds 20 zaps with 13
batteries in reserve. It still doesn't harm friendlies, but it does slowly use
ammo when firing and not hitting anything, so be careful with the ammunition.
The zaps arc between aliens, lighting them all up and slowing them down to
allow your teammates to finish them at their leisure. So it goes without
saying that you'll want to place yourself beside your buddies to offer the
one-two punch. It should be noted that you can zap aliens through sealed
doors, but with such low damage, the tactic would only succeed in stalling.
Precision Rail Rifle
[L7] This is your classic 'bolt action' rifle that makes minced meat out of
anything as long as you're accurate enough. Line em up in long chains and take
out a half-dozen at once, or pick off boss-creatures from afar. It does end up
falling a bit flat in close combat, ending up with players back-pedaling while
firing frantically. It's a sad sight to see. So bring along a secondary
weapon for up-close or start practicing your melee.
IAF Medical Gun
[L9] Here's where your TF2 experience comes in handy. If your teammates are
too dense to stand inside a medical beacon ring or you want to stay oscar-mike
while caring for the injured, pick up this handy gun. Primary fire will shoot
out a beam that heals your compatriots and the secondary fire will heal you.
It's less efficient than the medical beacons, meaning that while it's more
convenient it won't cure the combined HP that the 8 beacons will. But if your
team likes to keep moving and stay battle-ready, this tool is a must. Beware,
though, that you won't be able to take offensive action while using this tool,
so it might be hard to field during a heavy firefight. Considering that,
bringing along a health kit as an off-hand item might be a prudent measure.
K80 Personal Defense Weapon
[L11] Essentially, dual sub-machine guns, complete with SFX ripped of from
HL2. They contain 80 shots and have a whopping 12 magazines in reserve. This
is good because you blast through ammo at an alarming rate. Players swear by
this weapon, and with good reason. They'll be there for you when you need
them, but make sure to control your shots.
M868 Flamer Unit
[L13] Mmm, aliens + flame thrower = all is right in the universe. It just
feels right to use this crowd-control weapon on the hordes of ravenous
beasties. One mission actually REQUIRES someone have it, and will allow anyone
who hasn't already unlocked it to give it a try. The flamer is required to
burn out bio-mass and adds versatility to any team. Once lit, the little
creeps take damage over time and suffer penalties to movement and attack rate.
While it won't kill them immediately, it'll open a window for you to melee it
if the dern thing gets too close. People often take the punch glove with this
weapon for just that purpose. Burning aliens can't seem to harm the person who
lit them, but apparently they can hurt teammates. Be careful not to light up
your teammates. Quick puffs of flame won't hurt them but sustained burns will
ignite your friends. You'll know when you've done this, believe me, heh heh...
Now might be a good time to mention the fire extinguisher thoughtfully
integrated into the weapon, accessible via altfire. Some sections require you
to put out fires, so instead of running off to find an extinguisher, you can
happily quench it yourself.
IAF Freeze Sentry Gun
[L15] This spiffy sentry will spew out a nitrogen solution that turns any
alien into a delightful ice sculpture for you to enjoy before SMASHING IT INTO
TINY BITS! >:D Oh and it also dispenses snow-cones on demand, what more could
you ask for? Its range is shorter than the standard sentry but it gives you a
completely safe zone to stand in and break apart frozen aliens at your leisure.
IAF Minigun (SW)
[L17] This does the same damage as the Autogun, only the RPMs are massively
boosted. It won't auto-target but hey, by now you'll know how to aim a gun,
right? It also requires you to spin up the barrels by holding down the walk
(shift) key. The Altfire key can be used to spin up the barrels as well,
however for some people (namely those who rebind keys) it will cause the gun to
fire in sporadic bursts instead of a constant stream of death when you pull the
trigger. This gun will slow you down considerably and give aliens a chance to
get the drop on you if you don't spin up the barrels quick enough. On the
other hand it also makes you an unstoppable killing machine when defending a
fortified position. It really is the ultimate in firepower if you can maneuver
to get yourself into a good position... and not accidentally mow down your
teammates with its large cone of fire.
AVK-36 Marksman Rifle
[L19] This gun seems to be a 'quicker' variant of the rail gun. It has 10
less damage than its counterpart but sports a 12 round magazine. It still
seems to be bolt-action, requiring almost as long to cock after firing as the
rail needs to reload a new round. So it fires slightly quicker, which is
offset by the fact that the magazine has to reload too. The one thing it has
over the rail is its altfire mode. Altfire drops a 2d scope image on your
screen. Yeah your mouse reticule turns into a scope image, like holding a
magnifying glass over your screen. The area within the 'scope' turns grainy,
slightly magnified and switches to the same nightvision effect that the NV
goggles use. It's really quite jarring and doesn't help you one bit with
ranging your targets. In fact I'd say it's a hindrance, slowing you down when
using this mode as well. The weapon also has trouble targeting sweet-spots on
creatures. I personally couldn't hit the back end a Shieldbug with it, nor the
boomer. I think its targeting might be off with 'high' creatures. Might just
be me. Between this and the rail... just choose the one you like better.
IAF Incendiary Sentry Gun
[L21] If ice doesn't do it for you, why not try a little fire? If I'm not
mistaken, it has a slightly longer range than the ice gun, and actually does
considerable damage with its 800 'rounds'. Most creatures will curl up and die
immediately, and larger ones won't take much to finish off. Smokin!~
Chainsaw
[L23] This time it's the aliens' turn to get massacred! It's a chainsaw, it
has no ammo, it has no range, but it brings death to all whom it touches. As
long as you're facing the right direction, Drones will funnel right into your
blade and explode in green juice, satisfying! If you choose a character with a
high Melee Damage mod, you can almost double its damage! I equipped it on
Vegas and rolled an entire level with it, just to see if I could. During one
of the crescendo sequences, I stood on a spawn point where Boomers kept
spawning and they'd pop before they could even emerge. Works great against
buzzers too! The only things it didn't seem to handle too well were shield
bugs, obviously. Try not to backpedal from drones as you rev it, as they seem
to be able to attack from just outside of your melee range if you do, advancing
on them will serve to reduce the chance of this happening, just don't get
surrounded.
IAF High Velocity Sentry Gun
[L25] Okay, fire and ice aren't your thing huh? Alright... alright. This one
is SURE to please, I guarantee it. This is your artillery cannon in turret
form. It only contains 25 rounds, but each of them is a beefy projectile that
will take multiple aliens with it when it goes. KABOOM! (Caution, please
stand clear of kaboom during operation, as you may be kaboom'd in the process.)
Even still, the gun is spent after one fight. (The damage boost seems to
change depending on character, starting at 80 and reach as high as 100 or 120
for the Officers, not sure why. It isn't like this for the other turrets.
Explosives mod?)
Grenade Launcher
[L27] The final unlock, the crown on your king, the frosting on your cake.
And it's a mixed bag. Some say it's a hazard, others love it. I gave it a try
and I have to say, it has its charms. The launcher comes loaded with 6 rounds
in the tube and another 4 reloads, bringing the total of grenades to 20. What
throws most people off is that the rounds explode where you have your reticule
positioned. Most people figure out how to point themselves at the aliens and
fire, but have to re-learn how to play when t hey need to take into account
EXACTLY where the mouse cursor is on the screen. Even then, the grenades seem
to explode slightly before they reach the ground, bursting in the air. This is
a blessing since they travel slowly. You have a good chance of walking right
into your own grenade if you're too quick. Unless a teammate is standing right
in front of you there's little chance of damaging them since the rounds seem to
loft into the air on their way to the target. That means you can fire them
over railings and some short objects to take out aliens. Just be careful of
the splash radius, it's quite large. You start feeling like an artillery
commander more than a soldier. Artillery it is too. Two rounds quickly fired
will destroy ANYTHING short of a Shieldbug. Mortars goodbye, so long
Harvesters, entire groups of aliens fall prey to your grenades. I got the 6
aliens/1 grenade badge on a couple missions easily. And it doesn't slow you
down either. I'd have to say that it's a very useful tool on the later levels,
but it you will go through those 20 grenades rather quickly. The reload takes
a whopping 4.5 seconds. The line goes so slow through the reload bar you can
probably snap off some fast-reloads with this gun more than any other. Another
bonus is the impressive quantity of grenades you get from ammo stashes with
plenty left over for your teammates to grab. You are left vulnerable in the
short-range, but teammates with Flamers/Teslas will fix that. Make sure to
bring suitable secondaries, such as shotguns or crowd control weapons. Jaeger
+ Vindicator + Grenade Launcher + Ice Grenades = Armageddon.
Mining Laser
This 'weapon', if you can call it that, will be placed near rock blockages in
the last mission. It has a short range, takes time to spin up and slows you
down considerably when using it. It's like the Tesla Cannon in that you can
hold down the trigger and walk around. It'll only use ammo when it touches an
enemy, or a wall. All in all it's useless as a weapon. It can however be used
to light up biomass if you're lacking flamethrowers.
Gadgets
Gadgets are the little cherries that top off your alien killing sundae. Some
are useful, others aren't quite so useful. Which ever you pick, keep in mind
your character's strengths and your team's needs.
IAF Personal Healing Kit
[L1] For those days when you just don't trust your medic. For the heavy
classes it'll replenish about half of your health before going poof. For other
classes, it'll be about two thirds. Not bad, but not worth it if you have a
competent medic. As the medic, it might be useful when combined with the
healing gun, since you can't heal yourself while healing teammates or shooting
aliens. You will find a few of these in the field. So conserve medical
beacons and swap your current gadget for this one if you're hurt. Use it, and
pick up your previous kit before moving on. If you're an anal-retentive medic,
you can even bring along a healing kit and drop it in favor of something else
so a teammate can can then use it and conserve one healing beacon. Such
fastidiousness requires a pause in combat and some coordination to pull off.
Hand Welder
[L1] This tool will seal shut doors to provide long-lasting barricades against
the alien hordes. Invaluable when you want to close off entry areas and manage
the flow of battle. Use it by standing next to (not in) the door you wish to
seal, then press the Offhand Item key once. The door will slide shut and the
welding will begin. You can either give it a dab to lock the door and let its
normal HP hold off the beasties, or keep welding for a strong, barricaded seal.
Unfortunately, there aren't many useful door situations after about half the
campaign so you may want to ditch it later on. It can also un-weld doors by
pressing your offhand key again. It toggles every button-push, so you'll have
to read whether you're welding or un-welding. Having a tech on your team with
engineering skills will boost the welding time of anyone within range of them,
indicated by the yellow icon appearing over your head.
SM75 Combat Flares
[L1] You get 15 of these per box. They're used to light up areas in a
dramatic fashion and provide auto-aiming for all weapons. That's right, all
weapons get to auto-target an alien in the light of a flare. Unfortunately the
range of these aren't impressive and there are so very few areas in the game
dark enough to make the illumination worthwhile. Most people won't even notice
that their gun has suddenly started locking-on. Try them out and see if you
like them, keeping in mind that far more useful items are unlocked later on.
ML30 Laser Trip Mine
[L1] This goodie box contains some 12-15 mines, able to be set on walls or
floors to slow the advance of the alien hordes. They put out a directional
laser beam and go BOOM when anything non-human trips it. Be careful, you may
get caught in the blast too if you're too close. Some really diabolical
defenses can be set up with door barricades, trip mines and turrets. If you
have suitable explosive skills, your character will throw out two or even three
mines with each toss. Don't worry about them being too close to each other.
Even though their blast radius is rather large, they don't seem to set each
other off.
I3a Tactical Heavy Armor
[L2] If you don't know what to get, get this. It's a delightful 20% drop in
incoming damage. Combining this with characters that feature high health will
make you all but unstoppable. It also seems to stop the odd friendly fire
incident from damaging you. Not sure about that though.
X33 Damage Amplifier
[L4] It's a drop beacon, similar to the healing beacon, only this one doubles
the damage of anyone standing within it. Sad to say its range is only slightly
larger than that of the healing beacon. People don't really like standing in
the same spot, and the aliens might flank you a little too quickly if you're
all clustered in one place. You can't really set up a good defense with it.
Sufficed to say, they get ignored often and subsequently left at home.
Hornet Barrage
[L6] This spiffy little fireworks show in a box will annihilate an entire wave
of swarm and put the hurtin' on any boss creatures threatening your team.
Characters with higher explosive skills will produce more mini-rockets in each
of your three cued up barrages. Effective in turning the tide of a battle
quickly. Be aware that a shield bug's 'shield' will defend against these missiles.
Freeze Grenade
[L8] These grenades are a lot like your standard grenades you get later on.
However, these don't bear the risk of friendly fire. One nade can freeze a
charging horde of aliens solid in an instant. You can even drop one at your
feet and save yourself if surrounded. Makes for quick getaways and bailouts
for overwhelmed teammates. Good for when you need full crowd control, just
make sure you kill them all before they thaw or you'll be right back in it.
Adrenaline
[L10] The aliens are coming and you need some breathing room, some time to
line up targets, reload or dodge incoming projectiles. This will buy the time
you need. It slows down the game for the entire team for 10 seconds and spiffy
music will play. If someone is playing as Bastille, this effect will be
lengthened by another 6 seconds. This is very useful during speed runs and
hacking, or just during your tense moments where quick reflexes will bring you
out on top.
IAF Tesla Sentry Coil
[L12] Alright, so you don't like turrets. I understand, no problem bro. Some
people are just like that. I aintcha pappy. How about a more defensive
solution? The tesla turret will stun and damage any creature that gets close
to you from any angle. Good for hacking situations or waves of aliens that are
nibbling your backside. Medics can drop a health beacon and one of these bad
boys right next to it for a health boost during the heat of battle with its own
ready made protection. If you can't get down with that, I guess there's no
hope for you.
v45 Electric Charged Armor
[L14] Yes, it's a damage shield. Yes, it stuns anything that tries to hit you
with a melee attack. All of that is fine and good, but its real value lies in
helping to cure infestations. On lower difficulty levels you won't even have
to rely on the medic once you get this. It might take a moment to fully nuke
the beasties but you'll come out of the experience alive, which is really
saying something. You get three charges too, three chances to cheat death. Booya~
M478 Proximity Incendiary Mines (Officer)
[L16] For when blowing up just isn't enough... These fellas work just like
your trip mines. But instead of detonating they produce a curtain of napalm
about the width of a corridor which ignites anything that passes through. This
napalm keeps burning even after the detonation, providing fantastic area
denial. Well, it won't exactly deny the area, it'll just make sure that
whatever wants to reach said area will be a steaming cinder by the time it gets
there. Best to set up in doorways a little ways away from your team to give
time for the aliens to burn down. Marines with high explosives skill produce
larger longer-burning flames, always a welcome improvement. Note that
dexterous marines CAN roll through the flames and not turn into Johnny Human
Torch, but don't risk it unless the situation is dire.
Flashlight Attachment
[L18] God how I wanted one of these in Aliens vs Predator. Your gun has a
permanently-on flashlight attached. It illuminates a decent arc in front of
you and your teammates can see it too. But it suffers the same limitation as
the flares; aliens are plenty visible most of the time.
IAF Power Fist Attachment
[L20] It empowers your melee strikes with a permanent x2 damage boost. This
combined with marines like Vegas will turn them into melee powerhouses.
Combine that on top of a flamethrower or tesla cannon to slow aliens down and
open a window to stroke, and you'll be Mike Tyson up in this!
Hand Grenades
[L22] Hey... why not? A nice case of standard grenades, made all that much
more effective by characters with explosive skills turning them into
cluster-bombs. If you like the grenade launchers under-slung on your rifle or
shotgun and want more, pick up some of these. I can't fault anyone who simply
desires more boom. And boom you shall have.
MNV34 Nightvision Goggles
[L24] If flares or flashlights aren't useless enough, then don this expensive
technological headdress. They'll work for 20 seconds then shut down to
recharge. You can use them again before they've finished recharging but you
won't get the full 20 seconds. The screen turns green and aliens light up like
bright green amoebas squirming across your screen. Use them if that kind of
thing appeals to you, I'd rather take those handy grenades.
MTD6 Smartbomb
[L26] Or maybe I won't take the grenades... The smartbomb gives you one,
count it ONE, huge storm of missiles that lays waste to anything on your
screen. Your backpack will spew alien-seeking missiles slightly slower than a
the Hornets for a few seconds. Some of the larger creatures may remain, mop
them up as you please. But if you need an OS button to press in case of
massive attack, here it is.
Assault Jets
These little guys will be placed in certain levels, they aren't unlocked. All
they serve to do is leap you out of range of the aliens for a few moments.
They take you out of the fight but won't really solve the problem you're
facing. Five charges, not really useful. Try them out then leave them alone.
Blink Pack
This is based off your World of Warcraft spell of the same name. It'll
teleport you a short ways through obstacles and aliens, taking you out of range
of the slimy critters for a moment. It's another 'breathing room' device. Not
really all that useful. You can't choose this gadget, it'll only be lying on
the ground during missions.
Enemies
Aliens! Oh me oh my! There are a whole slew of beasties to slay in this game,
and each have particular strengths and weaknesses. I'll give you a short
description of each so you may survive the hordes and escape alive.
Drone
Drones make up the bulk of the alien forces. They're dark creatures with shiny
light colored claws on the front. Keep those claws away from you as much as
possible. If they hit you once, they can snap off a followup hit really
quickly and take big chunks of life off of you before you know what hit you, so
managing these little terrors becomes skill 1 for new players. Thankfully
they're weak to practically every weapon in the game. Guns like the
Flamethrower and Tesla slow them down and keep them from attacking effectively.
Explosive weapons send them flying in all directions and shotguns make them
explode, satisfying. Don't get surrounded.
Ranger
The ranger looks much like a Drone, except it lacks the shiny claws and its
rump has a mottled yellow color scheme. These aliens shoot three gobs of acid
at you. They're slow enough to dodge and you can even roll under them with the
spacebar key. These are far more resistant to fire than Drones. It'll still
stun them but it takes two full burns to kill one. You'll end up having to
waste more flame on them, which is impractical. Flame and go for the melee
kill if you have to. For all other weapons they're just as weak as a Drone.
Buzzer
Annoying little mosquitoes. They come swooping down from high places, making
them nigh un-targetable on their initial charge. When they hit you they make
your screen go all funky for a moment, which is distracting. Thankfully they
barely nip at your health. Just sidestep their attack(or DO A BARREL ROLL)
then use either a Flamer/Tesla, or melee them if you get close enough.
Autotargeting arms also make short work of these guys. Just try not to spray
too much ammo attempting to take them out quickly, not worth it.
Boomer
Yep, they resemble Gonarch from HL1 and yes, they sound like a guy trying to
break 'these cuffs'. They can also be a real pain if you don't know how to
tackle them. They lurch about the battlefield on their three legs, bloating
egg sacks swinging beneath them. As they take damage it grows, finally
exploding and littering the battlefield with yellow alien 'grenades'. The
quicker you kill them the fewer of these grenades come out. So the course is
clear, hit them with as much firepower as fast as you can. Fire does little to
nothing. High explosives on the other hand...
Harvester
These aliens look vaguely similar to the Gunships in HL2, only they stay on the
ground, move relatively slowly and spew out small 'spawn' which in turn attack
you by jumping at your face and explode like grenades when they get close
enough. Despite having a weak glowing rear section, it's easy enough to throw
some ordinance at the front and take her out that way. It's actually preferred
since you'll want to tackle them from one angle to make protection from their
Spawn easier. Precision Rail Rifles also excel at neutralizing these largely
immobile enemies. It has no real attack other than to spew out more of their
little minions as they retreat from you.
Shieldbug
I think this time they ripped off Gears of War's Corpser to create the toughest
alien met so far. They'll advance on you and try to stomp you with their
massive legs. Shooting them makes them pull the legs together and shuffle
toward you behind their 'shield'. The best way to tackle them is to have
someone with a Tesla lock him down and have the rest circle around back to
shoot at his white, weak behind. It'll still take your combined effort to
kill. Flamethrowers do nothing from the front either, and only send it into
defensive mode if you light it from behind. The best way would be to get a
high-powered rifle or autogun behind it and open up.
Mortarbug
These overweight creatures find nice hard to reach areas on the map to hide in
while they shell your position with a spread of three green grenades. This
usually comes in tandem with a swarm attack to make your life miserable.
They're best tackled with explosives or sniper rifles. It's often hard to tell
if you've killed one, since they have no death animation and their death cry is
very soft. They just stop moving and sit there, leaving you to find out that
you've actually killed it five seconds ago when it abruptly disappears off the
battlefield.
Parasite
These are tiny creatures, roughly the same size the little Harvester spawn.
Only these are darker in color without the little white bulbs on their
backsides. Their uniformly dark bodies, often shown as green or red depending
on the lighting, have very light claw tips that give them away. Destroy them
IMMEDIATELY! They should be a priority target, higher than any other alien.
Their only attack is to leap at your face and... well you saw Aliens, right?
Once attached, they will suck away your health and unless removed, you will
die. When you die, a bunch more of them will pop out of your corpse, leaving
your friends with an even worse problem. There are only three ways to remove
them. The first is standing in a healing beacon. Healing beacons have only so
much heal, and other teammates may suck up that healing and leave you only
partly cured. Partly cured is still all the way dead if the process can't be
completed. So the healer should be prepared with another beacon just in case.
The healing gun is another way to remove those little creeps. Beware that it
takes quite a bit of juice and only ONE marine can be cured at a time with it.
The third is the electrified armor gadget. Turning it on will knock them off
your marine after a couple seconds, free to be killed, but do so quickly.
Helpless feeling marines propose using the flamer or tesla gun to slow down the
infestation. Flamers will only light your allies on fire and if the tesla
cannon does not activate when the targeting stream hits the affected marine,
you can be sure that doesn't work either. If all else fails, your medic is
dead or out of juice and you have no charged armor, please stay the hell away
from your teammates. Your last selfless action should be to die as far away
from your team as possible and therefore spare them the mass of Parasites that
spawn from your corpse. Exploding into infestation in the middle of your team
is almost always an instant game-over.
Swarm Eggs
These are nasty orange flower looking things that need to be destroyed as part
of mission objectives. Be careful, if they detect you within range, they'll
start spitting out Parasites at regular intervals to make your life...
difficult. Light them up with the flame thrower for a quick resolution or
simply blow them up with whatever small-arms you have handy.
Biomass
These are stationary, pulsating tendrils of meat that snake through certain
areas of levels. You'll need a flamethrower to light them up as a part of
mission objectives. Once lit, they'll burn for a little while before dying, no
more is needed. If your flame thrower is otherwise indisposed, you can do the
same job with any incendiary weapon. The altfire from the Vindicator does
nicely, as does the Mining Laser if you're silly enough to pick one up. Be
warned that once lit, they will call for a Swarm Attack. So be set up for a
fight before setting these aflame.
Queen
The Queen has not been featured in the campaign so far. Supposedly she is the
toughest, most dangerous alien in the game. We'll see about that...
Missions
I'll give you a short guide to each mission, including recommended paths and
crescendo events. I'll let you figure out the rest. As a rule, you'll want to
bring a welding tool for the first couple missions, and the charged armor for
the last couple. Anywhere that looks important and requires a tech to hack,
set up turrets and defenses first. There will be hazards like fires and welded
doors, there are usually welding guns and fire extinguishers nearby so don't
worry if you don't have the proper tool. Most missions WILL require a tech to
be in your team, and one will require a flame thrower. Medics are all but
required in all missions, even if the mission itself does not require it.
Landing bay
Welcome to hell, please enjoy your stay. You'll be given a quick hack to do
before entering the base warehouse. This mission is fairly simple. Make your
way through the base and kill aliens. You'll find another door further in that
needs to be cut open with a handily provided cutter. Once through keep going
until you reach a corridor with a sealed door in the middle and another leading
outside. Set up your turret(s) outside, then go back and unseal the door in
the corridor. There will be an additional turret inside, set that up with the
other for maximum justice and protection as you hack. Then have your tech hack
the terminal. Hold out. The door to the far right will get knocked down and
small raiding party rush through pour through. Handle them. They'll also
climb up the catwalks outside so have the turrets on them. They'll continue
trickling in after the hack so exit through the knocked-down door and the
mission is over. Congrats.
Cargo Elevator
Most of this mission will revolve around you making your way into a really
really slow elevator. You can guess what happens here. Bring along one or two
sentry turrets. Go through the base, being careful when aliens start busting
through the glass windows on either side. Huddle up and fend them off. Be
careful of exploding barrels as you proceed. You reach a gap and have to shoot
the two red barrels on the upper right to send the metal plank toppling down to
make a bridge. Once outside, pick up all the ammo and health kids you need
before heading into the elevator. Set your turrets up at the opposite top
edges of the elevator and use autotargeting weapons to handle the swarm that
start crawling up the north wall. Or you can face one turret north to cover
the wall and the other south to help the rest of the team as they handle the
elevator. In either case, drones will still land on the elevator floor and
need to be mopped up. Mission ends when you reach the bottom and go through
one room to the exit.
Deima Surface Bridge
You'll be outside now. It's cold, dark and snowy. Yay. Those little creeps
don't seem to mind the cold, they'll come at you from every angle off every
rooftop and out of every window. Stick together tight. There'll be a welded
door outside with a packed up sentry inside, you probably don't need it yet.
Another locked door provides a shortcut to the objective but most keep moving
north, then east to the room highlighted in yellow on your minimap. Weld one
of the two entrance doors(usually the bottom one) and set up your defenses
along the top of the room and hack. The window on the far right will break and
Drones will creep in, backed up by Rangers outside. Have one person defend
this window. Move on quickly, as the fence to the north has opened. You're
now on the bridge. Head northward to the drawbridge section. Don't worry, it
isn't an event, just mash the button and keep going. The next area is,
however. Set up any turrets you have to face the center of the room and hit
the button. You'll get your first taste of the Shieldbug. Keep it facing away
from the turret and the fight should be quick. Other swarm will attack so be
wary. Things should be quiet as you keep moving east then north to the next
hackable terminal. Get past that to a darkened section. Your drop ship is
useful! Keep in its 'headlights' and the ship's guns should prettymuch destroy
anything that attacks, mop up the rest. Run over its back when it slips down
to provide a bridge for you and head down into the reactor complex. Done
Rydberg Reactor
Gotta get this place on-line. Rock your way north then east, taking out alien
scum as you go. Weld the door that reads 'reactor control', then head the way
the arrow points. There will be some catwalks as you go northwest, follow them
up to reactor control. Clear out any aliens and detonate any barrels so they
don't become a hazard later. Set up your turrets to cover the stairs leading
up to the door and if possible, have someone in the computer system console on
the right hand side. That will allow you to take control of the door turret
and blast anything that gets close. The tech will need to hack the door
control over on the left side and even then the door opens painfully slowly, so
fight off the hordes of aliens that come knocking. Get inside get rearmed and
turn on the reactor. Pack up turrets and head back to the door you welded
earlier. Take a right and head up to another painfully-slow door, set up
turrets facing downward and hold up until the door finally opens. Head through
and weld the door on the other end shut. Put out the fire and keep going east.
Head north into the large area and prepare for a fight. Boomers Rangers and
Drones will pour in from holes in the floor, windows, ceilings... everywhere.
Smash the button next to one last slow door and wait some more. Set up a
turret just to the left of the door, facing southeast. It'll handle a lot of
the flak you're going to take. Simply survive until the door opens. Inside
the door? More aliens of course! Handle them and rush through since the
aliens will not stop coming. Finished
SynTek Residential
First part is linear, then it becomes very non-linear. Head upward then left.
Note your first encounter with Parasites in the bathroom, just torch the
little creeps and move on. Here's the path I usually take: Once you hit the
junction, cut west up the stairs after welding the door across the hell
(north). There's a narrow high area with only some swarm eggs and only a
couple alien spawns, should be easy enough. Keep going straight up and hack
the door, watching the area below as the swarm won't like you scrambling their
eggs. Then pack up and head down the stairs into the large commons area.
Don't forget to have your flame guy light up the biomass to the south. (on the
other side of that door you welded) Then head east. You'll find yourself in
the northern center room, one with lots of bare metal columns. Weld the door
behind you as you enter this room. (It'll help later) Then either head south
to handle the swarm eggs/biomass in the center of the map, or head east through
a fire and a welded door into the locker rooms. The center of the base is a
crossroads, four directions. You'll get swarmed so you might want to set up
defenses, mostly facing north. Boomers and rangers will come from up there.
The infestations to the east will be in the duct-work of the base. There are
lots of eggs and plenty of Parasites hiding in the darkness. Your team can get
ambushed badly if you aren't sticking together and working to fight things slow
and steady. This is the one place flares or flashlights would be handy. Take
out the eggs and biomass in the twisting corridors and make your way out.
There will be supplies and kits in the locker rooom adjacent to the north exit
of the ducts. Make your way back to that northern room. Weld the door on the
west wall if you haven't done so already. Heck, weld the ones to the south and
east too. When you hit elevator button, all sorts of bells and whistles will
go off so be prepared for a big fight. Boomers, Rangers, Drones by the ton,
even a Mortar will join the fight. Make sure turrets are ready, hold out until
the door opens and book it through, the aliens will not stop coming. Whew,
another mission down.
Sewer Junction B5
Hooray for sewers, every game needs a sewer level. Find your way into the
inter-tubes and keep going through some catwalks and more water. Blow up some
barrels to send a pile of suspending I-beams crashing through a gate to open
the way ahead. (Wait... there's something familiar about that...) Press on
through the filth. There'll be a ramp to the right, on which rests some ammo,
weapons, and health to pick up if you so desire. A whole bunch of shield bugs
will assault you the moment you move northward. Blow up some crap on the right
when you're finished. Head up more catwalks, blow up some eggs, go up and
around while avoiding the mortars that you can't seem to hit very well from
above. Swing south to nail those eggs and them head north again. What sewer
wouldn't be complete without whirling grinders that could tear men limb from
limb. I doubt real sewers actually have them. Shoot the panel at the top-left
of the room and head through once they stop. There will be another mortar
accosting you as you fight more Shieldbugs. Press past those and head through
the crack to the north to finish off the second to last level. YAY!
Timor Station
The final mission. Stay frosty and you will make it home alive! And always
remember, safety first. Follow the catwalks right and keel aliens until you
reach the first panel. Press button to send bomb on its merry way. A happy
face, how cute. Head north, cut left across more catwalks. Torch the eggs and
circle back around to head down. Take out the Rangers quickly. There will be
a Harvester on the other side of a forklift, handle it, along with all the
little mini-bugs it spews out. You'll need to pick up a Mining Laser and blast
through a handful of rocks. Once through, drop the laser as it's useless
without rocks to crush. Make your way through the gap and promptly torch the
eggs on the other side. Protect your Hacker as he opens the next door. Be
careful! Hiding right on the other side is a Parasite, so be prepared to throw
whatever you have through the door when it opens to prevent your hacker from
turning into a snack. Another harvester will be in the next room, spitting out
more babies. After it's dealt with, head up the right hand side catwalk and
hit the button. Don't mind the mortar. Head back down and go left. Another
mortar will shell you as you wait for the bridge section to swing into place.
Take it out or avoid. Head north and then east along the catwalk. More
Parasites, deal with them. Two or so Harvesters will greet you further up on
the catwalk along with a Mortar. Proceed right and clear out some more biomass
that blocks your happy nuke. The aliens won't like this and they'll send lots
of drones and rangers to stop you. Not only that, but the door to the next
area will get knocked down by a small army of Drones. Hose down whatever comes
through and press forward through the next to last room. This area is
veritable maze made of interconnected catwalks. It's heavily populated with
Shieldbugs, Harvesters and some scattered Drones and Rangers. Blow them all up
and get to work on the north rock wall with a handily provided mining laser.
Destroy the eggs on the other side and take the north catwalk. It'll lead to a
section where you can destroy some eggs on the opposite(south) side of the
room. Keep going and extend a drawbridge to even MORE eggs. Then hop down and
deal with the mass of eggs and Parasites that guard the final terminal,
CAREFULLY. Pick up whatever gear you want from the stash here and get to that
terminal. There will be no counter-attack during the hack. A 150 second timer
will start counting down when you're finished, leaving you that long to book it
out of there.
You should make it about half-way through the cat-walk maze room before the
aliens start coming. They don't really need to be engaged, just evaded.
Flamethrowers and Tesla Cannons make this an easier journey. Drones and
Rangers should be easy to get past on the first leg. Some Parasites populate
the drawbridge as you go over it, so be careful. You do have some time to heal
should you become infested. An entire rock now blocks the last door that you
hacked(the one with the parasite on the other side). Head east to enter a new
area. After a short corridor you'll reach a loading dock and fight your way
through petty much every type of alien in the game except Parasites. Your
dropship's guns will help make the fight easier as it lands at the pad on the
far eastern landing zone. Get on the pad and hold it as Drones and Rangers
rush you by the dozens. When the bridge extends onto the roof of your ship,
you're saved. Hop on and ride your little horsey to freedom! You've won the
campaign.
Tech Minigames
There are two minigames in this game, both designed for techs. One is the Wire
game, which takes place when hacking doors. The other is the Numbers game,
which you have to play in order to hack computers.
Wire Minigame
This one is simple, it's the whole 'get the fluid through the pipe' game. Not
too original, but still fun. The game will generate for you a bank of 1-3 of
these little puzzles. Click a tile and it'll turn, turn the tiles to line up
sections of pipe and send the juice from beginning to end. Complete all the
puzzles on the board to open the door. A little red dot will travel along the
top of the screen, when it reaches the right side your access has been logged.
Not that it matters, the whole place goes up like a roman candle anyway. I
figure the tech marine looks at it as a personal challenge, and so to does the
game, giving you an achievement for completing 10 wire hacks without being logged.
Computer Minigame
Ahh... this one reminds me of Lucille Ball and those chocolates. Imagine four
conveyor belts lined up side by side. On each of them is a little 1, each on
different areas of the belt with each belt going different directions. You
want all four 1s going in the same direction, side by side. To do this, you've
got four levers, one to control the direction of each belt. Simply switch the
direction of each belt, one after another, so the 1 lines up with the next.
Then the next to line up with those, and then the last to line up with the
rest. Once they're all traveling in the same direction, you win! Again, the
computer attempts to log your access. If you complete 10 computer hacks
without allowing the red dot to complete its journey across the hack screen,
you get an achievement.
Conclusion
I hope you've enjoyed my second version of this guide. I've yet to get tired
of this game and I continue to find more and more tricks and nuances to
document for you. It's truly a fantastic game and I know I'm going to be
paying for it when more campaigns come out. :D If you have any corrections or
information you think needs to be added, send your inquiries to:
nexus12@comcast.net.
Changelog
1.0 Full release.
1.1 Added entries for Radar, Promotions, Weapon and Creature data and fixed
spelling and grammar errors. Thanks to Applish sending corrections. More
spicific stat data has been added along with clarifications and removal of so
many unnecessary commas.